from typing import Any, List, Literal

from ....utils.class_registry import register_class

from ...action import Actions
from ...struct import Cost

from ...consts import (
    DamageElementalType,
    DieColor,
    ElementType,
    FactionType,
    WeaponType,
)
from ..character_base import (
    ElementalBurstBase,
    ElementalSkillBase,
    PhysicalNormalAttackBase,
    CharacterBase,
    SkillTalent,
)


# Character status. DO NOT define here, define in server/status/characor_status
# Here is just example.


# Round status, will last for several rounds and disappear


# Skills


class SacredRiteHeronsSanctum(ElementalSkillBase):
    name: Literal["Sacred Rite: Heron's Sanctum"] = "Sacred Rite: Heron's Sanctum"
    damage: int = 0
    damage_type: DamageElementalType = DamageElementalType.PIERCING
    cost: Cost = Cost(elemental_dice_color=DieColor.HYDRO, elemental_dice_number=3)

    def get_actions(self, match: Any) -> List[Actions]:
        """
        prepare
        """
        return [
            self.charge_self(1),
            self.create_character_status("Heron Shield"),
        ]


class HeronStrike(ElementalSkillBase):
    name: Literal["Heron Strike"] = "Heron Strike"
    damage: int = 3
    damage_type: DamageElementalType = DamageElementalType.HYDRO
    cost: Cost = Cost()

    def is_valid(self, match: Any) -> bool:
        """
        always invalid to directly use.
        """
        return False

    def get_actions(self, match: Any) -> List[Actions]:
        """
        no charge, only attack
        """
        return [self.attack_opposite_active(match, self.damage, self.damage_type)]


class SacredRiteWagtailsTide(ElementalBurstBase):
    name: Literal["Sacred Rite: Wagtail's Tide"] = "Sacred Rite: Wagtail's Tide"
    damage: int = 2
    damage_type: DamageElementalType = DamageElementalType.HYDRO
    cost: Cost = Cost(
        elemental_dice_color=DieColor.HYDRO, elemental_dice_number=3, charge=2
    )

    def get_actions(self, match: Any) -> List[Actions]:
        return super().get_actions(match) + [
            self.create_team_status("Prayer of the Crimson Crown"),
        ]


# Talents


class TheOverflow_3_8(SkillTalent):
    name: Literal["The Overflow"]
    version: Literal["3.8"]
    character_name: Literal["Candace"] = "Candace"
    cost: Cost = Cost(
        elemental_dice_color=DieColor.HYDRO, elemental_dice_number=4, charge=2
    )
    skill: Literal["Sacred Rite: Wagtail's Tide"] = "Sacred Rite: Wagtail's Tide"


class TheOverflow_4_2(TheOverflow_3_8):
    version: Literal["4.2"] = "4.2"
    cost: Cost = Cost(
        elemental_dice_color=DieColor.HYDRO, elemental_dice_number=3, charge=2
    )


# character base


class Candace_3_8(CharacterBase):
    name: Literal["Candace"]  # Do not set default value for character name
    version: Literal["3.8"] = "3.8"
    element: ElementType = ElementType.HYDRO
    max_hp: int = 10
    max_charge: int = 2
    skills: List[
        PhysicalNormalAttackBase
        | SacredRiteHeronsSanctum
        | SacredRiteWagtailsTide
        | HeronStrike
    ] = []
    faction: List[FactionType] = [FactionType.SUMERU]
    weapon_type: WeaponType = WeaponType.POLEARM

    def _init_skills(self) -> None:
        self.skills = [
            PhysicalNormalAttackBase(
                name="Gleaming Spear - Guardian Stance",
                cost=PhysicalNormalAttackBase.get_cost(self.element),
            ),
            SacredRiteHeronsSanctum(),
            SacredRiteWagtailsTide(),
            HeronStrike(),
        ]


register_class(Candace_3_8 | TheOverflow_3_8 | TheOverflow_4_2)
